summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
author orbea <orbea@riseup.net>2020-10-17 11:56:56 -0700
committer orbea <orbea@riseup.net>2020-10-17 11:56:56 -0700
commit15d329f932fd2a5eca02cc3654009e89022c171d (patch)
tree50729ed4f3da66af2907933bfd9c68a236c60dee
parentbd6804a6ac1a0500a7b13935d498c6c4970fe8c0 (diff)
downloadslackbuilds-user/orbea/updates.tar.gz
slackbuilds-user/orbea/updates.tar.xz
graphics/graphene: Fix README.user/orbea/updates
Signed-off-by: orbea <orbea@riseup.net>
-rw-r--r--graphics/graphene/README30
1 files changed, 16 insertions, 14 deletions
diff --git a/graphics/graphene/README b/graphics/graphene/README
index 026ef30833..08152a6c50 100644
--- a/graphics/graphene/README
+++ b/graphics/graphene/README
@@ -1,20 +1,22 @@
-ling with affine matrices and 2D transformations. If you're writing a
-graphic library with 3D transformations, though, you are going to hit
-the jackpot: 4x4 matrices, projections, transformations, vectors, and
-quaternions.
+When creating graphic libraries you most likely end up dealing with
+points and rectangles. If you're particularly unlucky, you may end
+up dealing with affine matrices and 2D transformations. If you're
+writing a graphic library with 3D transformations, though, you are
+going to hit the jackpot: 4x4 matrices, projections, transformations,
+vectors, and quaternions.
-Most of this stuff exists, in various forms, in other libraries, but it
-has the major drawback of coming along with the rest of those libraries,
-which may or may not be what you want. Those libraries are also
-available in various languages, as long as those languages are C++;
-again, it may or may not be something you want.
+Most of this stuff exists, in various forms, in other libraries,
+but it has the major drawback of coming along with the rest of those
+libraries, which may or may not be what you want. Those libraries
+are also available in various languages, as long as those languages
+are C++; again, it may or may not be something you want.
For this reason, I decided to write the thinnest, smallest possible
-layer needed to write a canvas library; given its relative size, and the
-propensity for graphics libraries to have a pun in their name, I decided
-to call it Graphene.
+layer needed to write a canvas library; given its relative size, and
+the propensity for graphics libraries to have a pun in their name,
+I decided to call it Graphene.
This library provides types and their relative API; it does not deal
with windowing system surfaces, drawing, scene graphs, or input. You're
-supposed to do that yourself, in your own canvas implementation, which
-is the whole point of writing the library in the first place.
+supposed to do that yourself, in your own canvas implementation,
+which is the whole point of writing the library in the first place.